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Elix_x

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Everything posted by Elix_x

  1. No, they are for items, use it instead. Block.harvestBlock, But this will not set block to air.. For that, you can look in tinkers construct's hammer source, here: https://github.com/SlimeKnights/TinkersConstruct
  2. Or you can use ObfuscationReflectionHelper, that will convert them automatically, or you go to user\.gradle\caches\minecraft\net\minecraftforge\forge\[forge version]\unpacked\conf and search in files fields.csv and methods.csv. It looks like obfName,deobfname,desccription. So you can find by one name another...
  3. If inventory - No, you need normal guis with containers... Just look in tutorial of guis and containers, and instead of creating more inventories use player's... Or call player.openInventory... If simple gui without slots - check that code is run on both sides... And code would be helpfull...
  4. This will crash in obf environment. When passing field name to reflection helper, pass both obfuscated and not obf names, reflection helper will not convert them into obfuscated fields...
  5. Sorry, i can't understand your issue because it's too much not formated text... Please put all code into code blocks and secondary info (file structure,...) into spoilers. Thanks...
  6. Well, this is the one problem that i couldn't debug... How ever other models are working for me in another mod... Try to change orb to cube model and see if it changes... If not - i did what i could, sorry... Try to google then...
  7. Hint: when modding/debugging , look in console, because some times there are some usefull stuff... Like FileNotFoundException...
  8. Okay, i'll fork it (because i made some more changes, that i forgot to mention, like not registered tile entity, not made item renderer...) Edit: nope, forking isn't what i want. And i think i can't contribute to it too... (i'm not familliar with github). So tell my if you will still need working version...
  9. Uh. Sorry, i haven't understood correctly...
  10. But buildcraft doesn't require cofth to play, uses rf and... jar is ditributed with cofth api! Even bc api is distributed with it! (Download any buildcraft (obf/dev/api) and open jar. You will see cofth/api inside...)
  11. Hmm, but it has one modid only... What should i do then to make optional rf compatibility, because different mods like termal expansion, buildcraft, ender io... Can work together and by themselves, and they are all using rf...
  12. Okay, i downloaded project and started debugging... 1) Proxys problems...: 1. never do static method in proxys, always not static. And call them not from main method like ClientProxy.rr, because it will crash on server. Proxy anotation is made for it: you call proxy.rr and method will be called on good proxy (client-client, server-server), that's why you have client proxy extending server proxy (you have it! but not non static methods) 2) Material.air: Go look in WorldRenderer.class, and you will see that blocks with air material are not rendered at all. So why it wasn't rendering??? 3) I had to GL11.glScaled(0.05, 0.05, 0.05); in order to fit in render zone. Why this happens: a) too big model (remember: 1 meter in blender = 1 block) b) that's normal... Now it's rendered more or less correctly. Do you want me to fork on github, or send you modified src???
  13. Yes, it can be used meaningfully without bc. BC pipes & TE RF implementation is sort of additional feature...
  14. [not working quote from draco] How about interfaces then???
  15. Hmm... I think... What will be easier for you: send me obj model or zipped src folder... or significant advancements has github repository???
  16. I jknow that i can manually create other source places, and forge will not commpile code inside, but why forge api folder isn't included? no need or? And also - i think that in case of api (not whole mod like buildcraft, but just buildcraft-api), you should have api inside your jar, otherwise when you launch your mod and bc isn't present, it will carsh... How ever this what i think i should use because of need of being able to play with my mod without need of bc or te or ae being installed...
  17. Is it specially created or what? Because i don't have it after building workspace...
  18. If you do as said above - just put mod source in src, after building your mod, you will have to open jar and clean it from not needed resources...
  19. Strange... Meahwhile, i can play in dev environment with mods like buildcraft, termal expansion, tinkers construct... How ever i'm not using code chicken core, and just putting dev files in eclipse/mods. Oh, and also: to make my mods with them, i put api package in src/main/java and all works perfectly...
  20. 1) try to fly around and look in different angles from ddieffernt distance. Place block in midair... 2) Your final relevant code, if you can...
  21. Ok, now, antoher thing that i forgot about resource locations: you need to precise file extension in the end of name, or it will not be found...
  22. Yes. Try it. , also i think that texture bind happens inside push/pop, outside will work too...
  23. Oops, didn't see that, sorry. You are calling method that is causing crash on line 16 in BabyAnimals.renderEntity; Can you post BabyAnimals.class and specially that renderEntity method please, because only null arg that 'can' be on line 525 in RendererLivingEntity.func_110813_b, is entity...
  24. Sorry, but do you now what constructor is??? This will also work, but better go like this: public class TERenderer { private ResourceLocation loc; public TERenderer(){ loc = new ResourceLocation(Constructor.MODID, "this is constructor"); }
  25. Then post code where it is registered...
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